Posts Tagged ‘debugging’

As promised, Epistory – Typing Chronicles is now available on Linux and Mac! If you encounter any bugs please give us a heads up and we’ll fix them as soon as possible.

The challengers amongst you will be pleased to find the new “Arena” mode in the main menu. It’s a special place where the world will finally recognize the value of your typing skills. We’re still working on the leaderboard that should come soon. It’s also a bit rough around the edges.

Note that Spanish language has been added to the game. More languages to come during the Early Access.

Here’s the patch note for the new version:

New Features

Added: Infinite Battle “Arena” mode, where you’ll soon be able to challenge yourself and get your name at the top of the leaderboard.

Added: Linux version

Added: Mac version

Added: Spanish version

And plenty of stuff behind the scene for the upcoming Chapter 2…

Various improvements

Removed magic effect on enemies’ last word.

Special characters are displayed when the required magic is locked.

Reworked “Burning Hollow” level design.

Reworked story in “Forgotten Forest“.

Bug fix

Fixed: typing the word while it moves result in some letters not colored properly.

Fixed: avatar moving using the last letter of a word typed if the typing mode auto switch is triggered.

Fixed: auto typing mode switch was not happening if an untypeable (fire) word was displayed

Concerning the main advancements of last week:- We fixed a bug with the “rubber band” (the line you can draw from a Norn to an object on mobile device to give orders more easily) which was not displayed- We also fixed some compilation errors (Unicode related)

…and that’s all. Sorry to have only some debugging information to share with you once again, but debugging is mandatory (unless you would like to have this kind of Norns).

Last week we still did mainly some debug. It was actually various tasks, also different as for workload (some of them required the modifications of few lines of code, while others took longer…) :- Fixed some invisible sprites- Resized some textures to fix assets compilation- Fixes related to updates in the light manager (handling the lights in-game)- Fixed preload called twice- …

We also reviewed some item kit products and the descriptions of some chemicals.

Lastly… I am going to have some holidays, from Halloween to the 17th of November, so there will be no weekly update during this time. However, as soon I am back, I should be able to announce you the definitive date about the Twitch session Sophie talked about some weeks ago. As for now, we know it will be during the first week of December.

We fixed a bug with the Crawlers’ light. Crawlers are critters found in the cavern, with a light above their head quite like lanternfishes. Now the light correctly follows the critter’s model while it is walking.

We also reviewed the hitboxes on some agents as they were sometimes hard to select on iPhone.

Finally, we fixed a bug with mini-Norns. Although funny, it was a frequent bug prone to create some other bugs… With this bug, Norns kept a baby body while ageing.